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Remove all Internal faces from character ??

Hello Everyone :slight_smile:

I’ve Sculpted a male character for a game I’m working on. Started with base mesh imported from Maya, sculpted the face, body, extracted clothes from body parts sculpted them too. After that I combined all the subtools, Polypainted then retopologized using ZRemesher, decimated using Decimate Master. Exported the model as .OBJ

Now the problems is when I import the mesh in programs like Blender or Maya, I found that there are all the faces from all the subtools that I merged before retopo, for example in the image below you can see the body parts inside the pants. These extra faces will create problems when animating the character and in the game engine.I want to remove them all without messing up with topology. I have tried several different settings in Decimate Master and same result, also the topo also looks a bit screwd. I have no idea how to fix this, any help/tutorial is greatly appreciated.

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Why are you using Zremesher for retopology and then using decimation?

Shower first and then get dressed. As in Decimate first and then Remesh :wink:

I would definitely jump back a few steps and retopologize this correctly if you’re aiming to use it in a game engine (especially if its something you’re going to animate). Decimation Master is not intended to create optimized meshes in that manner, nor does it.

If you don’t want internal faces, you may want to consider using dynamesh first with a high resolution and no polygroups. This should preserve your highpoly detail while giving you a single volume with only the external surface. That is your highpoly mesh; save it somewhere if you plan on baking any maps. You could decimate it prior to export to crunch down the file size, but don’t decimate it too severely. The goal is to preserve all the detail, not to crunch it down to something with a game’s budget.

Duplicate it and retopologize a new mesh with your game in mind. You might be able to get away with using ZRemesher to do it (or at least the bulk of it, though chances are you’ll have to smooth out some areas and spend time getting the control curves to work to your liking). You might have to do it manually with the topology brush, zspheres, or with Blender / Maya (which each have several retopology tools). Whatever you do, just don’t retopologize with Decimation Master.

Thanks for Reply!

I’m now considering making a new mesh using dynamesh, but that was 2 days of my work! :frowning: I’ve done some characters with 3d coat, might as well try doing the retopo in it.

If you don’t want internal faces, you may want to consider using dynamesh first with a high resolution and no polygroups. This should preserve your highpoly detail while giving you a single volume with only the external surface.

If I convert my current mesh into a dynamesh, would it be of any help?

Shower first and then get dressed. As in Decimate first and then Remesh

Why are you using Zremesher for retopology and then using decimation?

If I decimate first and then Remesh, then exported OBJ has the body, all the clothing and accessories as seperate meshes(even after I merged all the subtools in ZB) and not in single mesh.

(even after I merged all the subtools in ZB) and not in single mesh.

Did you select the newly created tool from the tool palette?

If I convert my current mesh into a dynamesh, would it be of any help?

If all the subtools are merged into a single tool prior to dynameshing, then the dynamesh should not give you any internal faces.

If all the subtools are merged into a single tool prior to dynameshing, then the dynamesh should not give you any internal faces.

Thanks again! I was thinking that if I do the retopology with ZSpheres, then export the low res model, into maya will the internal faces will be gone?

If you retopologize it with zspheres, then only faces there will be on the new mesh are the faces that you create.